Sunday, 29 May 2011

Worm Meteor Control: Tournament Report

Just back from the tournament at my local hobby store today. Pretty disappointing performance with 2-3 using my new Worm deck.

You might wonder why I'm posting this deck and tournament report at all with such an underwhelming performance. Despite the failings of this deck, I feel that the deck has great potential and requires just a little tweaking. Also, I take the weakness of my side deck into account. I haven't been to locals for a little while, so it was difficult to gauge the current trends. This difficulty proved critical in the worm's performance.

Decklist:

Worm Control

3 Worm Cartaros
3 Worm King
3 Worm Linx
3 Worm Xex
3 Worm Yagan
2 Effect Veiler
1 Honest

1 Monster Reborn
1 Dark Hole
1 Giant Trunade
2 Mystical Space Typhoon

3 W Nebula Meteor
3 Offering to the Snake Deity
1 Solemn Judgment
2 Solemn Warning
1 Mirror Force
1 Torrential Tribute
2 Dark Bribe
1 Royal Oppression
3 Dimensional Prison

Extra Deck

1 Ally of Justice Catastor
1 Magical Android
1 Brionac
1 Gaia Knight
1 Black Rose Dragon
1 Scrap Archfiend
2 Stardust Dragon
1 Thought Ruler Archfiend
1 Colossal Fighter
1 Red Dragon Archfiend
1 Mist Wurm
1 Ally of Justice Decisive Armor
2 Chimeratech Fortress Dragon

Next up is my side deck. With each card the justification for each choice:

Side Deck

2 Kinetic Soldier                
- A lot of Six Samurai decks at my locals. Also there's a few E-Hero Variants
1 Evil Dragon Ananta         
- Wasn't maining it, might be good against decks running Royal Decree
1 Neo-Spacian Grand Mole
- Samurai, Dragunity...
2 Cyber Dragon                    
- Machina Gadgets (that one guy), Karakuri, Gladiators
2 Nobleman of Crossout     
- Standard
1 Dark Bribe                       
- Extra negation particularly against spell/trap heavy decks
2 Compulsory Evacuation   
- Scraps, Dragunity
2 Starlight Road                   
- Lightsworn,Black Rose Dragon, Gladiators
2 Shadow-Imprisoning Mirror   
- Gravekeepers


Game 1 - Noob-Synchro

Not much to say here, it did give me a chance to get my bearings with the worm deck

Result: Win

Game 2 - Scraps

Won a long-drawn-out game one. Even managed some synchroing, because the scrap player tried to use golem to give my a goblin, attempting to go for game

Lose the next two games due to bad hands and the scrap guy not letting my effects through, using fiendish chain and effect veiler

Result: Loss


Game 3 - Frog-Monarchs

Pretty sure I won one game. I lost the last game due to a misplay on my part.  I have a face-down yagan and a 2 set copies of Offerings to the Snake Deity, a set Dark Bribe and a D Prison.

I decide to flip summon yagan, to keep Offerings live and attack into a tragoedia.

During next turn, he tributes treeborn frog for Jinzo. After that I couldn't come back with a back row of dead cards.

Result: Loss

Game 4 - Gemini Fusion

Was quite scared of this match up, because I noticed in the guy's games before he was playing skill drain. I managed to win game 1 and 2 without much trouble though. Game 2, he chained his skill drain to my nebula meteor, i try and MST the skill drain, but it gets negated by Solemn Judgment. Even with negated effects, I still had the 2 draws and a effectless king on the field.

Result: Win

Game 5 - Karakuri

Game one, I get OTKed.

Game two, he manages to resolve a Nobleman of Crossout on my Cartaros. It all goes wrong from there...




Post-Tournament Impressions

I really wasn't expecting the pool of decks that were there. The decline in GKs, gladiators and sams was pretty unexpected. I never thought that Frogmonarchs would be making such a sudden comeback (bad match-up for worms). And there's been and odd rise in dragunity decks (good match-up for worms).

Cards I'd like to main/ wouldn't mind maining:

Bottomless Trap Hole:
I really missed this, there were times were I really wanted to use this just to stop respond to an opponent's summon. Com Evac would be ok too, but I don't like the -1 in card advantage and in the case of frog monarchs, I'd rather not put the same threats back in my opponent's hand

Smashing Ground:
I'll probably end up siding this instead. Just helpful against Jinzo, who now haunts my dreams.

Stumbling:
I probably would have played this in the first place, but I don't have them and kool kingdom's terrible customer service means they're sending them to the wrong place opposed to the address I asked them to change it to... thanks kool kingdom... once again, you are the subject of my disappoint.

3rd Dark Bribe:
Because I hate it when my opponent f**ks with me.

Mind Crush:
With all the bouncing this deck does and the amount of searching that happens this format, This would have really helped

Book of Moon:
I really don't like book of moon this format, but it would be nice to shut down continuous effects and reset worm effects.

Pheonix Wing Wind Blast:
Disrupt Tengu. The -1 isn't a big deal if you can get a big meteor play.

Cards for the Side Deck:

Royal Oppression:
I didn't enjoy it mained. It was occasionally useful but dead quite often, and it didn't help with protecting linx which is quite often a really big concern.


D.D. Crow

Snowman Eater: Deals with big threats like Jinzo, Shi En, or Caius. In Caius' case, I can set off eater prematurely with the help of a meteor and get a king, even if Caius targets the set eater.

Monday, 23 May 2011

Miracle Hero: A look into the future

I'm a big fan of absolute zero decks, they're a lot of fun to play. I just love dropping an Elemental Hero Absolute Zero against my opponent's full field, and just watching their face as they have no idea to get around it. The version of Ab-Zero that i found most effect was a build based around an 'Apprentice Magician' engine with Crystal Seer and Featherizer as targets. Pairing this with Gemini Spark and my playsets of Gemini Lancer and Neos Alius created MASSIVE draw power allowing me to consistently draw into my Absolute Zero combo pieces. The deck was filled with low defense guys that just cry when facing Blackwings. With the threat of Blackwings receding somewhat, I feel it's appropriate to rebuild. Looking into the future, we can see a new card release that only bolsters the draw power of this deck, in the next expansion Generation Force (which we should be seeing in August): Wonder Wand.

Wonder Wand is a new equip spell card with the following effect:

Equip only to a Spellcaster-Type monster. It gains 500 ATK. You can send this face-up card and the equipped monster you control to the Graveyard to draw 2 cards.

This has obvious combos with Crystal Seer that has survived for the turn after being set by apprentice. Essentially:

  •  Flip Summon Crystal Seer to get one card (a choice between the top 2 cards of the deck)
  • Equip Crystal Seer with Wonder Wand, send to the graveyard to draw 2 cards

 So without further delay, here's a prototype of the deck:

1 Elemental Hero Stratos
3 Elemental Hero Neos Alius
3 Apprentice Magician
3 Crystal Seer
1 Featherizer
3 Gemini Lancer
3 Junk Synchron
1 Gorz

1 Reinforcement of the Army
2 Miracle Fusion
3 Gemini Spark
1 Monster Reborn
1 Dark Hole
1 Giant Trunade
2 Mystical Space Typhoon
2 Wonder Wand
1 Allure of Darkness
1 Pot of Avarice
1 Mind Control

1 Solemn Judgment
2 Solemn Warning
1 Seven Tools of the Bandit
1 Mirror Force
1 Torrential Tribute


So here we are folks. As mentioned, this deck is just a prototype, so I will be looking forward to testing it and making tweaks. If you have any suggestions I'd look forward to hearing them. I feel like I might need to add more light monsters, once E-Hero The Shining becomes legal in Europe, so I'd probably be thinking Thunder King or Cyber Dragon.

The Synchro engine is of course very strong with the junk-apprentice engine going on, I can make level 5 with junk and a level 2 magician. Throw a level 4 in and the deck has really easy access to Trishula, or any level 8 synchro if you pair junk with a used crystal seer. Junk becomes even better with Wonder Wand as you can bring back a spellcaster in grave and just send it away for wonder wand for an easy +1.

Sunday, 22 May 2011

Counter Fairy

People who know me through Yu-Gi-Oh! generally know that I LOVE Counter Fairies. They've been one of my favourite decks for a long time, and after Konami heartlessly stabbed them in the back with the limiting of Solemn Judgment, they earned my trust again with the release of Solemn Warning, in Duelist Revolution.

To those not well-versed in the Counter Fairy Deck, it is a deck that is based around Bountiful Artemis and a high counter trap count. Counter Traps are infamous for their high cost, whether the cost is in card advantage or life points. Bountiful Artemis has a continuous effect that allows it's controller to draw one card whenever a counter trap resolves (the draw happens straight after the counter has resolved, in the middle of the chain). As a continuous effect that 'happens' in the middle of a chain grants bountiful artemis one hugely subtle technical advantage: effects can't chain to it! This is for two reasons:
  • Effect happens in the middle of a chain: Konami don't like the idea of branching chains
  • As a continuous effect, Bountiful Artemis doesn't technically 'activate', it just 'happens 

One common misconception about counter fairies is that the NEED to be build with large fairy counts. This is untrue and actually makes the deck alot less efficient. The deck works much better as an anti-meta deck, packed with cards that just shut down your opponent.

The following is a fairly budget build of my counter fairies (I can't afford Duality(s)):

3 Bountiful Artemis
1 Honest
3 Thunder King Rai-Oh
3 Van Dal'gyon, the Dark Dragon Lord
2 D.D Warrior Lady
2 Effect Veiler
2 DoomCaliber Knight

1 Monster Reborn
1 Dark Hole
2 Mystical Space Typhoon
1 Giant Trunade

1 Solemn Judgment
2 Solemn Warning
3 Divine Wrath
3 Dark Bribe
2 Seven Tools of the Bandit
2 Magic Drain
1 Mirror Force
1 Torrential Tribute
2 Dimensional Prison
2 Bottomless Trap Hole

Doomcaliber Knight is awesome in this deck. You can have DCK on the field and draw cards with Bountiful Artemis, because DCK requires a monster effect to activate, while Bountiful Artemis doesn't technically activate. You can also have thunder king rai-oh sitting on the field, alongside DCK, as long as you don't activate his Quick Effect to negate a special summon. His continuous effect will continue to lock down the opponent's search from deck and DCK puts a lot of pressure on the opposing monster effects. At 1900 attack points each, your opponent will have a hard time getting over a set up like that, short of a Cyber Dragon.

Your Side deck should reflect your metagame, however strong choice include banisher of the radiance (another continuous effect to accompany DCK) and cyber dragon. Your side deck should be able to change out your seven tools of the bandit and magic drain, which aren't strong in every game (for instance: 7 tools is weak against decks with low trap counts like Fish OTK and royal decree builds).

That's all folks! Just say no... to your opponents plays!

Introduction

For some bizarre reason, this blog was deleted, so this is the second attempt at starting this blog.

For a while now, I have been meaning to start a blog about my interests in Yu-Gi-Oh. In this blog, I intend to post about my experiences in yugioh and document the every changing competitive environment as experienced by me. I intend to write about various topics, specifically:

  • Decklists
  • Ideas ( half-baked deck ideas, occasional off topic articles)
  • Reports (on my local tournaments, testing, etc)
  • Tech (tech cards)

In my hometown, in Scotland, we experience an excellent competitive yugioh environment, through which I have made many friends and developed my skills. To my friends and everyone at Highlander Games, I dedicate this blog.

I play online at dueling network, where my username is 'icarus_attack_fools,' so fellow players, don't be afraid to play me if you see me online.


Until next time, take care


Regards,
Icarus_Attack_Fools